Rules Translations

Card Translations, 1-60

Card Translations, 61-??

Mat Translations (incomplete)

Frequently Asked Questions

Series One and Two Checklist

RULES TRANSLATION

CARD TYPES

Super Wrestler Cards

-Super Wrestlers are the characters currrrently fighting each other.
-Super Wrestler cards always start withhh their front facing up(the front has the collector's number in the bottom right corner)
-Each time one of your Ring Decks run ooout of cards from either losing Battles or from Drawing the last card, Flip your Super Wrestler card.
-Each side of the Super Wrestler card is different.
-There are three kinds of Abilities a Super Wrestler Card may have. An ability that states if you do one thing to do another may be played as an Assist unless it has a specific time when the ability is done. An ability that simply commands you to do an action happens when that wrestler becomes the Active Super Wrestler or when that side of the card is flipped. An ability that simply tells the card "has" something or "is" something are always active.

Technique Cards

Technique Cards are played to add additional Battle Points to aid in winning Battles. Most also have an additional effect that happens immediatly when the card is played. Any effects end at the end of the turn they are played.

Assist Cards

These cards have special effects that affect the rest of the turn. They end at the end of the turn they are played.

DECK CONSTRUCTION RULES

1. Each player must have a deck of thirty cards or less.

2. Each player must have at least three Super Wrestler Cards. These Super Wrestler cards count twards the thirty card deck limit. You may not have more than ONE of any Super Wrestler card chosen for your deck.

3. No More than THREE cards with the same name in a deck(example: only three Body Slam cards.)

TO BEGIN

1. Set aside all Super Wrestler cards. Sufficiently Randomise the rest of your deck by shuffling it.

2. Both players must agree how Playmats will be chosen this game. They can be Random or chosen by the player.

3. Each player deals three stacks of five cards each as their Ring Decks. Then place the remaining cards on the Corner Deck space of the playmat. Place your Micro Muscle Wrestler Figure on top of the corner deck.

4. Each player puts their Super Wrestler cards in any order they want them to be in for the game. Then put the top Super Wrestler card onto the Active Super Wrestler card slot and the rest of the Super Wrestler cards in the chosen order on the Standby Super Wrestler card slot.

5. Decide who will play first. That player then puts one of their Ring Decks onto any space on the board that does not yet have a deck on it. Then the second player will place their first deck, and so on until each player has placed all three of their Ring Decks. You may put your ring deck on a space on your opponent's playmat.

6. The person who is playing first begins the first turn.

GAMEPLAY

1. Move Phase (obtain cards for battle by landing on your deck[s])

~A. Move your Micro Muscle Wrestler Figure. You may move one or two spaces per turn.

~B. If you land on one of your ring decks or corner deck, take one card from the top of the deck to your hand. If you land on a space not occupied by a Ring Deck or Corner Dek, apply the Playmat Effect that is written on the space to your Super Wrestler Card.

~C. Use Assist Cards to add Special Effects. The Active Player (the player whose turn it is) begins playing any assist cards they wish. After this, the second player can use their Assist Cards. Both players continue taking turns playing Assist cards until each player has no more Assist Cards or stragically stops playing Assist cards.

-If a Ring Deck is exhausted, you must flip your Super Wrestler Card over. This occurs each time a Ring Deck runs out of cards.
-You can't draw a card from any deck the Opponent's Micro Muscle Wrestler is standing on.

2. Battle Phase (When you and your opponent's Micro Muscle Wrestler Figures occupy the same space on the playmat, the battle will begin!)

This phase only happens with both Micro Muscle Wrestler Figures are in the same square of the ring.

~A. The Player that moved to meet their opponent begins playing Technique cards first.

~B. Each player take turns playing Technique cards until they do not wish to play any more or cannot play anymore.

~C. Add together all the battle points gained by Technique cards, the base Battle Points from the Super Wrestler Card, and any other bonuses from playmat effects or cards such as the Factory T-Shirt. The player with the highest total Battle Points puts their Technique cards on top of their Active Super Wrestler Card as INJURIES and subtract the number of injuries from their Damage Rating. The loser of the battle places his Technique Cards in his discard pile. The loser also puts a number of cards from the top of his ring decks or corner decks(in any combination) into his discard pile equal to the Opponent's Active Super Wrestler's Damage Rating minus his Injuries.(Example: My opponent won with his Pumpinator against my Samuu. He played one Technique card, so that card goes on top of Pumpinator as an Injury. I put the Technique cards I played for Samuu into my discard pile. Pumpinator's Damage Rating is 2, but he has one Injury, making his Damage Rating a 1 until the Injury is removed. I pick one card without looking from the top of one of my Ring decks or my Corner deck to put into my discard pile.)

-A deck may not be chosen to be discardeed from if a Micro Muscle Wrestler is on top of it.
-In the case of a tie, no players recieve injuries, and do not discard any cards from the top of their decks.

3. Change Phase (Switch your Active Super Wrestler Card with your top Standby Super Wrestler Card.)

This phase only happens when a player is on their corner deck.

The player on top of his corner deck may place his top Standby Super Wrestler Card in the Active Super Wrestler slot and put your Active Super Wrestler Card at the bottom of your Standby Super Wrestler slot. Put all Injury cards from the Active Super Wrestler into the Discard Pile. The new Active Super Wrestler card starts on its FRONT design (the side with the Collector's Number in the right bottom corner). If the Active Super Wrestler's ability is a simple instruction telling you to perform an action, you then perform that action immediatly.

OBJECT OF THE GAME

Exaust all of the cards in either your opponent's Corner Deck or your opponent's Ring Decks by winning battles.

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Engrish to English attempted translation

(Jump To: Super Wrestler Cards Technique Cards Assist Cards Series Two Cards Ring Mats)

Super Wrestler Card formatting:

Cardnumber, Card Name, Common (C), Uncommon (U) or Rare (R) Front:Front Side's Alignment(Muscle League, dMp, or Legend)
Battle Points Damage Rating

Front Side's Ability (Alternate Versions)

Back:Back Side's Alignment(Muscle League, dMp, or Legend)
Battle Points Damage Rating:

Back Side's Ability (Alternate Versions)
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Technique and Assist Card formatting:

Cardnumber, Card Name, Common (C), Uncommon (U) or Rare (R)
**Special Costs**
Effects
(Alternate Ways of Playing the card)

Playmat Erratta coming soon.

Super Wrestler Cards:

1 Kid Muscle R

Front:[Muscle League]
3000 Battle Points Damage Rating: 02

When Kid Muscle becomes your Active Super Wrestler, Lay your Micro Muscle Wrestler face up.
(Alternate Version: Whenever an opponent rolls a die, add +2 to his roll.)

Back:[Muscle League]
6000 Battle Points Damage Rating: 03

At the beginning of each Battle Phase, try to drop your Micro Muscle Wrestler Figure on top of your opponent's Micro Muscle Wrestler Figure. If it lands on top of your opponent's Micro Muscle Wrestler, add 10,000 Battle Points to your Super Wrestler Card until the end of the turn.
(Alternate Version: At the beginning of each Battle Phase, roll a six-sided die. If the result is 6 or greater, add 10,000 Battle Points to your Active Super Wrestler.)
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2 Terry Kenyon R

Front:[Muscle League]
3500 Battle Points Damage Rating: 02

You may choose to not move any spaces during the Move phase. If you do, add +1 to your Damage Rating.

Back:[Muscle League]
5000 Battle Points Damage Rating: 03

You may choose to change your Active Super Wrestler after the Battle Phase without entering the Change Phase. All Super Wrestler Card effects still happen.
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3 Meat R

Front:[Muscle League]
1000 Battle Points Damage Rating: 01

During the Battle phase, your opponent always plays the first Technique card.

Back:[Muscle League]
2000 Battle Points Damage Rating: 01

Whenever your opponent has more than two cards in hand, they reveal their hand and you chose cards for them to discard until they have only two cards in hand.
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4 Dik Dik Van Dik U

Front:[Muscle League]
3500 Battle Points Damage Rating: 02

Add 1500 Battle Points to your Super Wrestler Card if your Opponent's Active Super Wrestler is "Muscle League."

Back:[Muscle League]
4500 Battle Points Damage Rating: 02

Add 1000 Battle Points to your Super Wrestler Card when you play a technique with "Kick" in its name.
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5 Wally Tusket U

Front:[Muscle League]
2000 Battle Points Damage Rating: 02

Add +500 Battle Points to your Super Wrestler Card when your opponent has the Super Wrestler card that began the game in his Active Super Wrestler Card Slot as his current Active Super Wrestler Card.

Back:[Muscle League]
5000 Battle Points Damage Rating: 02

Whenever you lose a battle, choose one card from your Discard Pile and put it into your hand.
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6 Gorgeousman U

Front:[Muscle League]
3000 Battle Points Damage Rating: 02

When you lose a battle, put one injury card on Gorgeousman.

Back:[Muscle League]
3500 Battle Points Damage Rating: 02

If your Damage Rating would go above 5, subtract -2 from your Damage Rating before resolving the Battle Phase.
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7 Ski Adams C

Front:[Muscle League]
3000 Battle Points Damage Rating: 02

When Ski Adams becomes your Active Super Wrestler, draw two cards from the Ring Deck of your choice, then put one card from your hand on top of the Ring Deck of your choice.(The deck the card is returned to does not have to be the same as was drawn from.)

Back:[Muscle League]
3500 Battle Points Damage Rating: 02

During the Change Phase, if you switch Ski Adams with your Standby Super Wrestler card, draw three cards from the Ring Deck of your choice.
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8 Barbarian C

Front:[Muscle League]
2500 Battle Points Damage Rating: 02

Every Move Phase, your opponent must randomly show you a card from their hand.

Back:[Muscle League]
3500 Battle Points Damage Rating: 03

When your opponent's Active Super Wrestler card is a dMp character, reduce your Battle Points by -1000.
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9 Kanuckler C

Front:[Muscle League]
2000 Battle Points Damage Rating: 03

During the Change Phase, if you switch Kanuckler with Specialman Jr., draw two cards from the Ring Deck of your choice.

Back:[Muscle League]
1000 Battle Points Damage Rating: 02

You may draw cards from any Ring Deck within three spaces from your Micro Muscle Wrestler Figure every Move Phase.
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10 Specialman Jr C

Front:[Muscle League]
2000 Battle Points Damage Rating: 03

During the Change Phase, if you switch Specialman Jr. with Kanuckler, draw two cards from the Ring Deck of your choice.

Back:[Muscle League]
1000 Battle Points Damage Rating: 02

You may draw cards from any Ring Deck within three spaces from your Micro Muscle Wrestler Figure every Move Phase.
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11 Samuu C

Front:[Muscle League]
1500 Battle Points Damage Rating: 01

You may choose to not move any spaces during the Move phase. If you do, remove one Injury card from Samuu.

Back:[Muscle League]
1500 Battle Points Damage Rating: 02

Whenever your next Standby Super Wrestler Card is Curry the Cook, add +3000 to your Battle Points.
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12 King Muscle R

Front:[Legend]
5000 Battle Points Damage Rating: 03

If an opponent uses any Technique Cards to increse his Battle Points this turn, reduce your Damage Rating by -1.

Back:[Legend]
6000 Battle Points Damage Rating: 03

Add +2 to your Damage Rating when you play a technique with "Kinniku" in its name.
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13 Terryman R

Front:[Legend]
4500 Battle Points Damage Rating:02

Whenever your opponent is the player that moved into the same space as you, add +500 to your Battle points.

Back:[Legend]
5000 Battle Points Damage Rating: 02

Whenever your next Standby Super Wrestler Card is King Muscle, add +500 to your Battle Points.
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14 Robinmask R

Front:[Legend]
4000 Battle Points Damage Rating: 02

If your opponent's total Battle Points are greater than 5000, reduce those Battle Points by 500.

Back:[Legend]
7000 Battle Points Damage Rating: 03

When your opponent's Active Super Wrestler Card is Kevin Mask, reduce your Damage Rating by -3.
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15 Addversarious U

Front:[dMp]
3500 Battle Points Damage Rating: 02

Whenever your Opponent's Active Super Wrestler Card is a "Muscle League" character, add +500 to your Battle Points.

Back:[dMp]
3500 Battle Points Damage Rating: 03

If an opponent uses any Technique Cards to increse his Battle Points this turn, reduce your Damage Rating by -1.
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16 Boaconda U

Front:[dMp]
3000 Battle Points Damage Rating: 02

This card also counts as being "Muscle League."

Back:[dMp]
4000 Battle Points Damage Rating: 03

Whenever your opponent switches his Active Super Wrestler card with his Standby Super Wrestler Card, discard one card of your choice from your hand.
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17 Dial Bolic C

Front:[dMp]
4000 Battle Points Damage Rating: 02

If you own a Cellular Phone, add +500 Battle Points to your Active Super Wrestler Card.

Back:[dMp]
3500 Battle Points Damage Rating: 01

If your opponent says "Water" at the beginning of the Battle Phase before any Techniques are played, subtract -1000 Battle Points from your Super Wrestler Card.
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18 Pumpinator U

Front:[dMp]
3000 Battle Points Damage Rating: 02

If you have on sneakers, add +1 to your Damage Rating.

Back:[dMp]
5000 Battle Points Damage Rating: 03

If your opponent's Active Super Wrestler card is Kid Muscle or King Muscle, add +1000 to your Battle Points.
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19 KevinMask R

Front:[dMp]
5000 Battle Points Damage Rating: 03

Whenever your Opponent's Active Super Wrestler Card is a "Muscle League" character, add +1000 to your Battle Points.

Back:[Muscle League]
6000 Battle Points Damage Rating: 04

Whenever a Technique card would add to your opponent's Damage Rating, reduce your opponent's Damage Rating by the same amount added.
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20 Ramenman R

Front:[Legend]

4500 Battle Points Damage Rating: 01
Whenever your Opponent's Active Super Wrestler Card is a "Legend" character, add +1 to your Damage Rating.

Back:[Legend]

4500 Battle Points Damage Rating: 03
Whenever an opponent plays a Technique Card that adds to his Battle Points, add the same amount of Battle Points to your Super Wrestler Card.
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Techniques:

21 Mega ton Drop Kick C
+1500 Battle Points.
If your Super Wrestler card is Wally Tusket, add +2 to your Damage rating.

22 Mount Punch C
+1500 Battle Points.
If your Super Wrestler card is Meat, add +1 to your Damage rating.

23 High Kick U
+1000 Battle Points.
No Injury card is added by this card.

24 Battle Exercise Ball C
+1000 Battle Points.
If your Super Wrestler card is a Muscle League character, Battle Exercise Ball adds +500 additional Battle Points.

25 Head Butt C
+500 Battle Points.
If it is your turn, your opponent may not play more than 2000 extra Battle Points using Technique Cards this Battle Phase.

26 Super Wrestler Rocket R
+3500 Battle Points.
**You may only use this card if your Micro Muscle Wrestling Figure is in one of the corners of the Ring mat.**
Add +1 Damage to your Super Wrestler card if you throw your and your opponent's Micro Muscle Wrestler directly above the corner they are in if they both land inside of the ring. The figures must rise at least one foot into the air.
(Alternative Version: Add +1 Damage to your Super Wrester if you roll a five or greater on a D6.)

27 The Pump Thumper C
+1500 Battle Points.
**You may only use this card if your Super Wrestler is Pumpinator**
Add +3000 additional Battle Points and +2 to your Damage rating if you drop your Micro Muscle Wrestler from one foot above the square you and your opponent were on and it lands on top of your opponent's Micro Muscle Figure and stays there when it stops moving.
(Alternate Version: Add +3000 Battle Points and +2 to your Damage rating if you roll a 6 or greater on a D6.)

28 Trauma Voice Dial U
+500 Battle Points.
**You may only use this card if your Active Super Wrestler is Dial Bolic**
All of your opponent's Technique cards played this Battle Phase do not add to their Battle Points.

29 Bites C
+500 Battle Points.
**You may only use this card if your Super Wrestler is a dMp character.**
If you win the battle, your opponent must choose and discard one card of their choice from their hand.

30 Spinning Toe Hold U
+1500 Battle Points.
**You may only use this card if your Super Wrestler is Terryman or Terry Kenyon.**
Add +1500 Battle Points if you flick your Micro Muscle Wrestler and it rotates at least 720 Degrees(two full rotations).
(Alternate Version: Add +1500 additional Battle Points if you roll a 2 or greater on a D6.)

31 Ultimate Death Penalty C
+2000 Battle Points.
**You may only use this card if your Micro Muscle Wrestler is on the outside perimeter of the ring.**
If your Super Wrestler Card is King Muscle, add +2 to your Damage rating.

32 Triangle Scissors C
+2000 Battle Points.
If your opponent's Super Wrestler is Dial Bolic, add +1 to your Damage rating.

33 StF R
+2500 Battle Points.
**You may only use this if your opponent's Super Wrestler card has more than one injury on it.**
Add +1000 additional Battle Points if your Super Wrestler card is Wally Tusket.

34 Texas Clover Hold U
+3000 Battle Points.
**You may only use this card if your Super Wrestler is Terryman or Terry Kenyon.**
Add +2 to your Damage rating if your Opponent's Super Wrestler card has 4000 Battle Points or more.

35 Stretch Plum C
+2000 Battle Points.
If your Opponent's Super Wrestler has more than one Injury card, add an additional +1000 Battle Points.

36 Cross-Clench Knee Hold U
+1500 Battle Points.
Subtract 500 Battle Points from your Opponent.

37 Achilles Tendon Hold C
+2000 Battle Points.
Reduce your Opponent's Damage Rating by -1 until the end of the turn.

38 Arm Breaker U
+1000 Battle Points.
No Injury card is added by this card.

39 Tower Bridge R
+3500 Battle Points.
**You may only use this card if your Super Wrestler card is Robin Mask or Kevin Mask.**
If Robin Mask uses this card, add +1000 additional Battle Points.
If Kevin Mask uses this card, add +1 to your Damage rating.

40 Camel Clutch C
+2000 Battle Points.
If your Super Wrestler card is Ramenman, add +3 to your Damage rating.

41 Sickle Hold U
+2500 Battle Points.
If your Opponent has over 3000 Battle Points, add +1 to your Damage rating.

42 Body Slam U
+1000 Battle Points.
No Injury card is added by this card.

43 Kinniku Bomb U
+2000 Battle Points.
If your Super Wrestler card is Kid Muscle, no Injury card is added by this card.

44 Kinniku Buster R
+4500 Battle Points.
**You may only use this card if your Super Wrestler card is Kid Muscle or King Muscle and you have over 1 Injury card.**
Add +2 to your Damage Rating if your Opponent's Super Wrester is a dMp character.

45 Kinniku Driver R
+5000 Battle Points.
**You may only use this card if your Super Wrestler card is Kid Muscle or King Muscle and you have over 2 Injury card.**
You win this Battle automatically if your opponent has over 3 Injury cards.

46 Aussie Suplex U
+2500 Battle Points.
**You may only use this card if your Super Wrestler has over 2000 Battle Points.**
Add +1000 additional Battle Points if you throw your Micro Muscle Wrestler up into the air above the square it is on and it hits and opponent's Micro Muscle Wrestler in the ring.
(Alternative Version: Add +1000 additional Battle Points if you roll a 4 or greater on a D6.)

47 Skyscraper Bomb C
+1500 Battle Points.
Add +1000 additional Battle Points if your opponent has more than one Injury card.

48 Choke Slam U
+2000 Battle Points.
If your Super Wrestler card is Pumpinator, add +500 additional Battle Points and +1 to your Damage rating.

49 Big Ben Bash R
+4000 Battle Points.
**You may only use this card if your Super Wrestler card is Kevin Mask and you have more than 1 Injury card.**
Add +2 to your Damage rating.

50 Rock Paper Scissor U
+500 Battle Points.
**You may only use this card if your Super Wrestler card's Front is face up.**
Play Paper, Rock, Sissors. Whoever wins automatically wins this battle.

Assist Cards

51 Villains Suprise Attack C
If your Super Wrestler card is a dMp character, add +1 to it's Damage Rating.

52 Wrestler Cryogenic System R
Until the end of this turn, draw the same amount of cards from your corner deck as you do your ring decks. If you have drawn any number of cards from your ring decks this turn, draw that many cards when you play this card.

53 Ultimate Cage Match U
Skip the Change phase this turn.

54 Friendship Power C
Remove one Injury card from your Super Wrestler card.

55 Factory T-shirt C
Add 1000 Battle Points to your Super Wrestler card until end of turn if your Super Wrestler card is a Muscle League character.

56 Muscle Wrestler Olympaid U
If your Super Wrestler card is a Legend character, add +1 to it's Damage Rating.

57 Ultimate Muscle Power U
Remove any number of Injury cards from any Super Wrestlers and add X Damage to your Super Wrestler card until end of turn, where X is equal to the number of Injury cards you removed.

58 Steak Bowl Tune U
Skip the Battle phase this turn.

59 Secret Plan R
**You may not play this card on your turn**
Choose one of your opponent's Assist cards he played this turn. That card has no effect.

60 Dash C
Move your Micro-Wrestler one space. Ignore any Ring Abilities or Ring Decks. If you move into the space your opponent's Micro-Wrestler is in during his turn, you get to play the first cards during the Battle Phase.

Series Two

(Erratta coming as soon as I get scans of the cards)

61 Kid Muscle [Super Wrestler] R

Front:[Muscle League]
4000 Battle Points Damage Rating: 02

Whenever an opponent plays a card with Kid Muscle in the illustration, reduce his Super Wrestler Card's Battle Points by -500.

Back:[Muscle League]
7000 Battle Points Damage Rating: 04

Whenever you play a technique card, double the amount of Battle Points added to your Super Wrestler Card.
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62 Terry Kenyon [Super Wrestler]?

Front:[Muscle League]
3000 Battle Points Damage Rating: 02

Whenever your next Standby Super Wrestler Card is Terryman, add +1000 Battle Points to your Super Wrestler Card.

Back:[Muscle League]
6000 Battle Points Damage Rating: 03

You may move up to three spaces during the Move phase.
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63 Jyro [Super Wrestler] ?

Front:[Muscle League]
2500 Battle Points Damage Rating: 02

Whenever your Opponent's Active Super Wrestler Card is a "dMp" character, add +1 to your Damage Rating.

Back:[Muscle League]
3500 Battle Points Damage Rating: 02

Whenever you play a Technique that adds +2000 Battle Points or less, add an additional +500 Battle Points.
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64 Kim Chi [Super Wrestler]?

Front:[Muscle League]
3000 Battle Points Damage Rating: 01

If your opponent does not play a Technique card, add +1000 Battle Points to your Super Wrestler Card.

Back:[Muscle League]
4000 Battle Points Damage Rating: 02

Whenever you use an Assist card, your opponent must put one card from the top of his Ring Decks or Corner Deck into the discard pile.
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65 Mercury [Super Wrestler] ?

Front:[Muscle League]
3000 Battle Points Damage Rating: 02

If the weather outside is conductive to common outdoor activities, add +1000 Battle Points to your Super Wrestler ard. If the weather outside is not fair as defined in the previous sentence, reduce your Battle Points by -500.

Back:[Muscle League]
3500 Battle Points Damage Rating: 02

Whenever an opponent plays an Assist card, draw a card from one of your Ring Decks.
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66 Jeager [Super Wrestler] ?

Front:[Muscle League]
4000 Battle Points Damage Rating: 02

Whenever your next Standby Super Wrestler Card is Brocken Jr., add +1500 to your Battle Points.

Back:[Muscle League]
5000 Battle Points Damage Rating: 03

Whenever you win a Battle Phase, your opponent must discard a card from their hand.
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67 Mars [Super Wrestler] R

Front:[Muscle League]
4500 Battle Points Damage Rating: 03

If you do not play a Technique card, add +500 to your Battle Points.

Back:[dMp]
7500 Battle Points Damage Rating: 04

Once flipped, Mars cannot be flipped again for any reason, even switching with the Standby Super Wrestler. If Mars is your Active Super Wrestler Card at the beginning of the Move phase each turn, put two cards from your corner or ring decks into the discard pile.
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68 Hydrazoa [Super Wrestler] R

Front:[Muscle League]
4000 Battle Points Damage Rating: 02

If your opponent does not play a Technique card, reduce the number of cards you are forced to remove from your Ring Decks or Corner Deck by one.

Back:[Muscle League]
4500 Battle Points Damage Rating: 03

Reduce the number of cards you are forced to remove from your Ring Decks or Corner Deck by one.
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69 Road Rage [Super Wrestler]?

Front:[Muscle League]
3500 Battle Points Damage Rating: 02

If you say a traffic signal or sign at the beginning of the Battle Phase before any Techniques are played, add +500 Battle Points to your Super Wrestler Card.

Back:[Muscle League]
5500 Battle Points Damage Rating: 02

You may move only one space during the Move phase.
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70 Prince Lou Ow [Super Wrestler]?

Front:[Legend]
5000 Battle Points Damage Rating: 01

You may draw an additional card from a Ring Deck during the move phase by putting one card from the top of a Ring Deck or Corner Deck into the discard pile.

Back:[Legend]
2000 Battle Points Damage Rating: 05

In the event of a tie during the Battle Phase, both players discard one card from the to of a Ring Deck or Corner Deck into the discard pile.
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71 Brocken Jr. [Super Wrestler] ?

Front:[Legend]
4000 Battle Points Damage Rating: 02

When your opponent's Active Super Wrestler Card is Ramenman, add +2000 to your Battle Points.

Back:[Legend]
5000 Battle Points Damage Rating: 02

If your opponent's Battle Points are greater than 6000, add +3 to your Damage Rating.
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72 Sosumi [Super Wrestler]?

Front:[Legend]
4000 Battle Points Damage Rating: 02

Add +1 to your Damage Rating when your opponent's Damage Rating is greater than three.

Back:[Legend]
4500 Battle Points Damage Rating: 03

Whenever you lose a battle, if you thump your Micro Muscle Wrestler into your opponent's Micro Muscle Wrester and knock it out of the ring, reduce the number of cards you are forced to remove from your Ring Decks or Corner Deck by two.
(Alternate Version: Whenever you lose a battle, roll a D6. If the roll is two or greater, reduce the number of cards you are forced to remove from your Ring Decks or Corner Deck by two.)
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73 Tyrannoclaw[Super Wrestler] R

Front:[dMp]
4000 Battle Points Damage Rating: 02

When your opponent's Active Super Wrestler card is a Muscle League character, add +1 to your Damage Rating.

Back:[dMp]
5000 Battle Points Damage Rating: 04

Whenever an opponent uses the "Junk Joke" card, put two cards from your Ring decks or Corner deck into your discard pile.
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74 Checkmate R^

Front:[dMp]
5000 Battle Points Damage Rating: 02

You may put the top card of one of your ring decks into your discard pile to flip Checkmate.

Back:[dMp]
7000 Battle Points Damage Rating: 04

Whenever you have more than two cards in hand, choose and discard cards until you only have two cards in hand.
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75 Cranky Doodle[Super Wrestler] ?

Front:[dMp]
2500 Battle Points Damage Rating: 02

You may discard cards from your hand in addition to your Ring and Corner decks when you lose a Battle Phase.

Back:[dMp]
4000 Battle Points Damage Rating: 02

Your opponent may not play cards with "Roxanne" in its name.
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76 Sunshine [Super Wrestler] R

Front:[dMp]
3000 Battle Points Damage Rating: 01

Whenever your opponent's Active Super Wrestler card is "Muscle League," add +3000 Battle Points to your Super Wrestler Card.

Back:[dMp]
4000 Battle Points Damage Rating: 02

Sunshine cannot have more Injuries than one less than his Damage Rating. (For example, If sunshine's damage rating is two, he cannot have more than one injury card)
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77 Curry the Cook [Super Wrestler] ?

Front:[Legend]
3000 Battle Points Damage Rating: 02

Whenever your next Standby Super Wrestler Card is Samuu, add +2 to your Damage Rating.

Back:[Legend]
3000 Battle Points Damage Rating: 02

Add +1000 Battle Points to your opponent's Super Wrestler Card.
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78 Mr. Pee [Super Wrestler]?

Front:[Legend]
2500 Battle Points Damage Rating: 02

If your opponent's Battle Points are less than 2000, reduce your Damage Rating to zero.

Back:[Legend]
4500 Battle Points Damage Rating: 03

Instead of playing an Assist Card at the end of the Move Phase, you may discard a card from your hand to force your opponent to discard a card.
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79 Warsman [Super Wrestler]R

Front:[Legend]
4000 Battle Points Damage Rating: 03

You may discard a card from your hand to reduce your opponent's damage rating by one.

Back:[Legend]
6000 Battle Points Damage Rating: 03

Add +2000 Battle Points to your Super Wrestler card if you drop your Micro Muscle Wrestler Figure on top of your opponent's figure and your Micro Muscle Wrestler Figure lays on top of his. (Alternate Version: Add +2000 to your Battle Points if you roll a four or greater on a six sided die.)
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80 Buffaloman R

Front:[Legend]
6000 Battle Points Damage Rating: 03

Whenever your opponent plays a Technique card, add +5000 Battle Points to your Super Wrestler Card.

Back:[Legend]
7000 Battle Points Damage Rating: 04

Whenever you play a Technique card, add +1 to your Damage Rating.
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81 Calf Branding ?
+3000 Battle Points.
**You may only use this card if your Micro Muscle Wrestling Figure is in one of the corners of the Ring mat.**
Add +1 to your Damage Rating if you throw your Micro Muscle Wrestling Figure and it stays in the same space that your opponent says.
(Alternative Version: Add +1 to your Damage Rating if you roll a five or greater on a D6.)

82 The Van Diktator ?
+1500 Battle Points.
Add +1000 Battle Points for each card named 'The Van Diktator' in all discard piles.

83 Knucklepart ?
+1000 Battle Points.
If there is a card named 'Knucklepart' in your discard pile, put it in your hand.

84 Muscle Curtain R
+500 Battle Points.
**You may only use this card if your Super Wrestler is a Muscle League character.**
All of your opponent's Technique cards have no effect this turn. (Do not add any Battle Points to their Super Wrestler Card, and do not do any effects the cards say to do. If a card's special effect has already happened, do not go back; only the cards played after this Technique will have no special effect.)

85 Low Kick ?
+1000 Battle Points
If you win this battle, your opponent must discard a card from his or her hand.

86 Elbow Drop ?
+1500 Battle Points.
If your Super Wrestler card is a dMp character, increase your Damage Rating by +1.

87 Dino Tail ?
+2000 Battle Points.
**You may only play this card if your Super Wrestler Card is Tyrannoclaw.**
If you win this Battle Phase, you chose how your opponent's Micro Muscle Wrestling Figure moves next turn.

88 Dive ?
+3000 Battle Points.
**You may only play this card if you are on one of the outside squares of the ring.**
If the square the battle occured on contains a Ring or Corner deck, put the top card of that deck into its owner's discard pile.

89 Hurricane Mixer R
+4000 Battle Points.
**You may only play this card if your Super Wrestler Card is Buffaloman.**
Add +2 to your Damage Guage if you if you thump your Micro Muscle Wrestler into your opponent's Micro Muscle Wrester and knock it out of the ring.
(Alternate Version: Add +2 to your Damage Rating if you roll a 2 or greater on a D6.)

90 Cobra Twist ?
+2000 Battle Points.
If your opponent has more than one injury card, increase your Damage Rating by +1.

91 Jyro Stretch ?
+2000 Battle Points.
**You may only play this card if your Super Wrestler Card is Jyro.**
Your opponent cannot use any card that requires the Micro Muscle Wrestling Figure.
(Alternate Version: Your opponent cannot use any card that requires rolling a die.)

92 Octopin ?
+2500 Battle Points.
**You may only play this card if you have no injuries on your Super Wrestler Card.**
If you are on one of the middle four squares in the ring, increase your Damage Rating by +1.

93 Kid Muscle Stretch ?
+2500 Battle Points.
**You may only play this card if your Super Wrestler Card is Kid Muscle.**
If you were the last person to move into the space where the Battle Phase is taking place, Whenever a Technique card would add to your opponent's Damage Rating, reduce your opponent's Damage Rating by the same amount added.

94 Army Manuver ?
+2000 Battle Points.
Reduce your Damage Rating by -1 if the total number of Battle Points added by your opponent's techniques is less than 1500.

95 Slither Side Squeeze ?
+1500 Battle Points.
**You may only play this card if your Super Wrestler Card is Hydrazoa.**
Increase your Damage Rating by +1 and reduce your opponent's Damage Rating by -1.

96 Tyranno-Tug ?
**You may only play this card if your Super Wrestler Card is Tyrannoclaw.**
+3500 Battle Points
Choose one of your opponent's Ring Decks. Your opponent chooses two spaces not occupied by Ring Decks on the Playmat, then seperates the chosen Ring Deck into two decks and places the decks in the chosen spaces.

97 Plexus Sleeper ?
+3000 Battle Points.
If your Battle Points are over 4000, add +1 to your Damage Rating.

98 Clothesline ?
+2500 Battle Points.
Add +500 Battle Points to your Super Wrestler Card if you were the last person to stop on the current space on the board.

99 Palo Special R
+4000 Battle Points.
**You may only use this card if your Super Wrestler card is Warsman and you have more than two injury cards.**
Increase your Damage Gauge by the number of empty spaces on the playmat.

100 The Flusher ??
+500 Battle Points.
**You may only use this card if your Super Wrestler Card is Mr. P.**
If you win this Battle Phase, your opponent must discard his or her hand.

101 Pile Driver Stallion Style ?
+2000 Battle Points.
Increase your Damage Rating by +2 if you throw your and your opponent's Micro Muscle Wrestling Figures into the air at the same time and they land in the same space they were thrown from.
(Alternate Version: Add +2 to your Damage Rating if you roll a 6 or greater on a D6.)

102 Backdrop ?
2000 Battle Points.
If your Super Wrestler Card is a Muscle League character, add +1 to your Damage Rating.

103 Ura-Nage ?
2500 Battle Points.
**When you play this card, Make a very confused face.**
Flip an opponent's Super Wrestler Card over if you win the battle.
First erratatorial comment: This card states as a condition of playing the card thusly: "It can be used during opponents turn." When I first read this, I made a face kin to that of Kid Muscle trying to comprehend the Antigravity Fulcrum Thruster... Thus, the new requirement.

104 German Suplex ?
+2500 Battle Points.
**You may only play this if both players have one or more Injury cards on their Super Wrestler Card.**
Every time you opponent plays a Technique card that does not have a requirement to use, add +1000 Battle Points to your Super Wrestler Card.

105 Beefcake Hammer ?
+3000 Battle Points
**You may only play this card if your Super Wrestler Card is Jeager.**
You may discard any amount of cards when you play Beefcake Hammer. For each card discarded in this way, add +500 additional Battle Points to your Super Wrestler Card.

106 Tombstone Driver R
+3500 Battle Points.
**You may only use this card if you have over 1 injury card**
Any Injury cards that would reduce your Damage Gague instead reduces it to 1.

107 Fisherman's Suplex R
+3000 Battle Points.
**You may only use this card if your Super Wrestler card's Back is face up.**
Add +1000 additional Battle Points if your Super Wrestler card is Cranky Doodle.

108 Sneak Attack ?
**You may only use this card if you discard a card from your hand**
Add +1000 Battle Points to your Super Wrestler Card when on your Ring Deck.

109 Front Suplex ?
+2000 Battle Points.
If you are not on the inside four squares of the ring, no injury is added by this card.

110 Hoof Pin R
+4500 Battle Points
**You may only play this card if your Super Wrestler Card is Checkmate.**
Add +2 to your Damage rating.

111 Skulduggery & Slab ?
**You may only play this if your opponent is on their Corner Deck.**
Your opponent must swap their Active Super Wrestler Card with their Standby Super Wrestler Card.

112 Ultimate Chain Match ?
Cards that add 2500 Battle Points or more to their Super Wrestler Card cannot be played.

113 Junk Joke ?
**You must crack a joke before using this card.**
Your opponent discards a card from their hand.

114 Counter Attack ?
Whenever your opponent plays an assist card, he or she puts two cards from the top of his or her Ring Decks or Corner Deck into his or her discard pile.

115 Hercules Factor ?
Add +1000 Battle Points to each Super Wrestler Card that is a Muscle League character. (this includes your opponent's Super Wrestler Cards)

116 Roxanne ?
All players put all Injury cards into their hands.

117 Lou Ow Training R
You may ignore all special costs for techniques this turn.

118 Fan Fare R
**You may only play this card if you are on your Corner Deck.**
Choose one of your Standby Super Wrestler cards. Add that Standby Super Wrestler's Battle Points to your Active Super Wrestler card.

119 Peacock Walk ?
Until the end of the turn, whenever a player switches his Active Super Wrestler Card with his Standby Super Wrestler Card, he or she puts a card from the top of his or her Ring Decks or Corner Deck into the discard pile.

120 Roxanne's Wrath ?
**You may only play this card on a player whose Super Wrestler Card is a Muscle League character**
Move any player's Micro Muscle Wrestler Figure to his or her corner deck.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Wrestling Ring Play Mat Translations(Completing ASAP!):

Series One:
1.
Purple Ultimate Muscle logo ring
2.Cow and Rice
3.Great Wall of China
4.Outer Space
5.Red, dusky landscape

Series Two
1.White Ultimate Muscle logo ring
2.The Chojin Crown
3.Flames
4.dMp
5.dMp Mt. Fuji and Stark Fist

Recommendation for Playmats: Right Click and Save As..., then print from a program on your computer-- don't print directly from your web browser. Use Word, Photoshop, Paintshop, or even MSPaint.!

.

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FAQ (for any questions, please email theorgg@hotmail.com)

Q: A friend and I have been playing this game by your rules for about a year. We then played with a choice of two or more super wrestler cards instead of the three you and the game mats demand. We found it works better and makes more sense, because the game mats look like they were for two wrestlers. Why did you chose three?
A: I realize the mats have space for two Super Wrestler cards, one active, the other not. The reason I chose 'three' as the number is the reason you listed: the mat. I didn't translate the game nor rules from Japanese, I only attempted to make the cards and rules make more sense. I hope I succeeded.

Q: Is the Factory T-Shirt a permanant bonus of 1000 points to a Muscle League wrestler?
A: No, the Factory T-Shirt is like a 1000 point Technique card, but it doesn't add an injury and does not count toward any limits imposed by other cards. It lasts until the end of the turn it was played.

Q: What is the point of the Factory T-Shirt?
A: It is a +1000 Battle Point card that does not give an injury and is not a Technique Card.

Q: How long does a card's effect last?
A: Any Assist or Technique Card's effects last until the end of the turn they were played. The Super Wrestler Cards have three different kinds of effects, each with different timing rules.

Q: What is the best way to choose the playmats you use?
A: The first is to have each player simply pick the playmat they wish to use with their deck. This is probably a common approach, but does not reflect the potential randomness of a real Wrestling Arena.
A second approach is to fold the rings up and shuffle them around, then each player randomly picks one.
Feel free to send any suggestions on how to pick a ring to the email address above. UPDATE: The best suggestion that I've heard, and the method that I'm currently a fan of, is having two of each playmat avaible, and randomly picking one. If you were using both Series One and Two's mats, get a D20 from a game shop. If you're using just Series One, a D10 would be usable. This method is random and quite useful for a little more challange and strategy in the game.

Q: Does the loser of the battle turn his technique cards into Injury cards? I don't think so, but I would like some confirmation.
A: No. The loser is not injured, but the loser will discard cards from the top of his or her deck equal to their opponent's Damage Rating.

Q: My brother keeps saying that those overpowering cards like Kevin Mask are unfair. He has some alright cards but no Rare cards. He wants to know what the point of those other cards are if you can just kick their arse with ease with cards like Kevin Mask or Kid Muscle. He just doesn't get it. He thinks that you should have to sacrifice and we're doing something wrong BUT WE'RE NOT!
A: Yes, in many circumstances the rares in the game are simply better than non-rare cards. This happens in many games that don't have a dedicated Development department behind them.

Q: Can you draw from your opponents decks?
A: No.

Q: What if there is a tie during the Battle Phase?
A: A tie in the battle causes neither player to move cards from the top of their decks or gain injury cards. There is a problem with this when two of the same Ultimate Muscle Super Wrestler card faces itself. I'm trying to think of the proper method of solving this. Please E-mail any suggestions to the address above.

Q: Since you can move 2 spaces per turn lets say you were just on a space that said your opponent recives 1 damage could you just move out of that space then move back so your opponent just keeps taking damage or with a deck?
A: This really is two questions. For part A), it is not addressed in the rules whether you can "double back." However, since it does say you move one or two spaces(insted of "up to two") it inferrs that it was not intended for you to stay on the same space. The only character that could do this is Samuu by using his ability. For B ), this is a translation problem. "Damage" is used inconsistantly. Most occurences of "damage" simply add to the Damage Rating of the wrestler-- it does NOT refer to the putting of a card from one of the opponent's decks into the discard pile.

Q: On Kevin Mask it says "Void any damages by an opponents technique card" that means only one of their cards right?
A: If it says "Void Any Damages by an Opponent's Technique Card," I belive that it was intended for cards such as Camel Clutch or Megaton Drop Kick. If those cards that add to a character's damage rating were played against Kevin Mask, the bonus to the damage rating would simply be ignored.

Q: You start of with no cards in your hand right?
A: Correct. I think it adds to the flavor of wrestling, myself. The first few turns are spent circling the board.

Q: When battle starts do you lay all the technique cards you play face down taking turns laying them face down then flipping them up at the end?
A: Each card is played separatly, and the effects of it are resolved immediatly. The person whose turn it is(or the person who moved into the space, in case of a suprising DASH on the opponent's turn) plays the first card. The effect of the card is resolved (discard of cards, additions to Damage Rating, et cetera). Then the player whose turn it is NOT plays a card, it's resolved, and it goes back and forth until nobody wants to play another card. You can pass playing a card, then, if your opponent plays a card, you then can play a card when it is your turn again. When both players pass, the battle points are added up, compared, Injury cards are added to the winning Super Wrestler card, and the loser chooses what cards he puts in his discard pile. DASH will change this sequence slightly when used on the opponent's turn.

Q: When A battle is finished, what is to prevent the player from just moving to the space where the opponent is during the next turn and keep on beating them in battle?
A: Your opponent does get a turn, you know. If your opponent moves away, yes, you can chase him down... but eventually, the injury cards will be higher than your Damage Rating, causing it to be completly pointless. Your opponent does not have to attempt to beat you during the battle phase, and eventually the Injury cards from winning the battles will add up, unless your wrestler simply outclasses his.

Q: Is Ramenman really that good? His ability is nearly impossable to beat!
A: Ramenman is a very good card. As I said above, many times the rare cards simply outclass the more common cards. However, if used with the erratta, Ramenman is not as difficult; cards such as Factory T-Shirt will not give him bonuses, nor will Ring Effects.

Q: HOW MANY KICK CARDS ARE THERE?!?!
A: Currently there are Megaton Drop Kick and the Key Attack High Kick. Series Two adds 'Low Kick' as well.

Q:Do they actually expect your Micro Figure to land on its feet? It is nearly impossible, and you can't cheat the system and just raise it BARELY off the ground.
A:Since the game uses any Ultimate Muscle Micro Wrestler Figure to play(as evidenced by the colored Wally from set 2 on the rules sheet), part of it is finding which one to use. Primarily the "toss the figure" cards are simply to introduce Randomness to the game, Thus, they can be replaced with a die roll. This is the reason I have included some alternate ways of playing certain cards in the Translations.

Q: You are probably aware of the Toy Exclusive "KM" cards that come with the fifteen packs and the 6" figures. They are reprints of the rare cards in the game, but they all have the same text: "Lay your Micro Wrestler face up" on the front, and "Make your Micro Wrestler stand up." Essentially, this text seems pointless, but it is easier to make your figure land on top of another if the other figure is laying down. If the figure is standing up, most of the time the figures will bounce off of each other. The abilities do not seem to be as good as the original card's abilities, but they still have more Battle Points and a higher Damage Rating than most of the common characters. Is that their point?
A: The point of throwing the Micro Muscle Wrestler Figures around seems to me just to be for the element of randomness. The alternate text for the front should be "Whenever an opponent rolls a die, add +2 to his roll." and the alternate text for the back should be "Whenever an opponent rolls a die, subtract -1 from his roll." Also, the cards are only the rare Super Wrestler cards and omit Meat.

Q: Are the "KM" toy exclusive cards really the same cards as the rares but with bad abilities?
A: Actually, no. There are eight KM series cards confirmed. All but one are reprints of the rares with their Battle Points increased by +1000 on each side, and the ability addressed in the question above. In some cases, the bump in BP makes the card superior to its UM Series 1 counterpart! The cards are as follows: Kid Muscle (4000 front Battle Points/7000 back Battle Points), Terry Kenyon (4500/6000), Wally Tusket(3000/6000), King Muscle (6000/7000), Terryman (5500/6000), Robin Mask (5000/8000), Kevin Mask (6000/7000), and Ramen Man (5500/5500).

Q: In your Erratta, you use "add +a number" when adding something, and use "subtract -a number" when taking away from something. When you subtract a negetive number you actually add that number, so your Erratta list is messed up.
A: You are technically correct, but most Collectable Card Games use "subtract -#" to indicate you should remove that number from the statistic. Most people, sadly, do not know that subtracting a negetive number adds to the number, so the "subtract -#" does not confuse them. If it just said "subtract #," some people might get confused. It's all a Template issue, and most CCG templates use such language.

Q: What are Powers? What does adding to them do?
A: Powers are a very bad translation of "Battle Points" on the Addvisarius Super Wrestler Card. For any card questions such as these, please reffer to the Erratta list.

Q: I found a Pumpinator with a purple V in the word "Damage." Is it a special card?
A: It's a simple misprint. All Pumpinators I have do not have the word "Damage" colored in purple, they only have the "V" you describe. I have only seen the Pumpinator card from the Terry Kenyon packs, however, so there may be some with the word fully shaded by purple. If so, please contact me and let me know.

Q: I found a website that sells single cards! They have their rares at $8, Uncommons at $4 and commons at $2. Since this game isn't avaible for sale at many places anymore and wasn't distributed to stores other than mass marketers, is this a good deal?
A: The first game to have a "singles" market that breached the $2 mark was the first CCG, Magic: the gathering. The amounts cards sold for was based on how good they were in the game, not on their rarity. The game still has a reletivly high price tag on its singles due to the existence of a tournament structure with high payouts for the game. The Ultimate Muscle CCG does not have such a structure, and has been seen on clearance racks at many stores for up to .60 a pack. When a CCG is that cheap in a store, it is pretty reliable that the game isn't worth paying anything over mabe a dollar for the cards you need-- and most I wouldn't give more than fifty cents for, as I do not believe them that good. If you need any common or uncommon Super Wrestler cards, please e-mail me for a list of cards I have extra. All of them will be under a dollar, I promise. UPDATE: Since Series 2's items are keeping their retail price mark in the singles market for Series 2, Series Two prices should be as follows: Rares $4 Uncommons $-.50, Commons $-.20. Now to find out what is common and uncommon, or even if they exist... if they don't exist, $-.50 would be a fair price.

Q: Why did you say that the commons and uncommons are worth negative cash?
A: Actually, the dash was a placeholder. "$-.50" is the same as "$.50" or "50c," but harder to read as "$50."

Q: Will you translate all of Series Two?
A: Assuming I can get good scans of both the front and back of all the Super Wrestler cards and the front of the Non-Super Wrestlers, yes, I will do translations-- if they are needed. If Bandai used someone to translate the cards from Engrish(Not Likly, in my opinion), it won't be nessissary. UPDATE: No, the translator did the only work, once again. I have translated the very few Series Two cards I have gotten scans or the phisical cards for. To those of you who have donated cards, Thank You very much. I, and the other fans of this game, thank you greatly. UPDATE: Series 2 is translated.

Q: Why are there question marks instead of rarities beside the Series Two cards?
A: The original Rarity listings of the Series One cards came from a Kinnikuman.com forum member by the name of Warsman. Warsman also ran a website called 'Channel M,' which has since gone down. Warsman was very fourtunate and was able to obtain over seven cases of the Ultimate Muscle CCG, and sorted the 2000+ cards by name. How the piles stacked up proportionally gave him his data on how rare a particual card was. Series Two is not avaible in such quantities. The 'foil' cards are without doubt Rare. The other cards cannot currently be distinguished. If you wish, post a list on the Kinnikuman.com forums of the number of each card you have from Series Two. This data, if maintained and faithful, may tell what rarity each non-foil card is. Don't bother counting Foil cards, as they are known to be rare.

Q:Why do I have different color foil letters on some of my cards?
A:Depending on the pack art you opened, the foil lettering of the non-fully-foiled rares will be different. In series 1, Terry Kenyon contains RED foil letters, Suguru Kinniku contains BLUE letters, and Kid Muscle contains GREEN lettered foil-name cards. In series 2, Kevin Mask contains RED foil letters, Mars contains BLUE letters, and Checkmate contains GREEN lettered foil-name cards.

Q: Why did you add rarities to some of Series 2?
A: The foil cards in Series Two are probably the rare cards, just like in Series 1. The cards marked as 'R' are the cards that are foiled.

Q: When Will the Second Series be out?
A: THEY ARE OUT!. However, they're only avaible in some places in Canada. However, from what I have heard, they're about a dollar a pack in Canada, and series 5-12 of the Micro Muscle Wrestler Figures are nearly $2, as are the 6.5" figures. Thus, do not pay more than a dollar a pack for the series two packs that you see on Ebay unless your situation allows. UPDATE: The supply dried up pretty quickly. Ebay only occasionally will have Series 2, though usually it is extremely overpriced. Currently, the AKIA Store currently has a decent stock of both Series 1 and 2.

Q: I only have nine figures from the Series Two packs. How many are there?
A: According to Doctor Tooth of the AKIA Forums, two sculpts are the Kid Muscle sculpts from the first series of cards. According to This Thread, there are only seven new scuplts in Red and Blue for the second set: Road Rage, Mars, Akumashogun, Jadger, Hanzo, Terry Kenyon and Hydrozoa.

Q: I got a chance to get a few packs of the 2nd series of the CCG. I was wondering what would be a good price to pay for each pack.
A: Right now, there's two ways the Series Two could go: The same direction as Series 1, i.e. not very far and not worth more than a quarter a pack, if that... Or Way Up for it being a Last-Gasp 'expansion' of a deadened(and nearly dead) game, like the final Guardians's Necropolis Park expansion or Netrunner's Proteus expansion. As it stands currently, I'd say don't give over original retail price, including shipping... That was 1.99-2.99, if I remember correctly, though some places put it up for up to 3.99 to match the other CCG that it was beside, YuGiOh. I'd say a $1-$1.50 is a fair price, as it seems to be a Canadian Only product-- but the actual game is fairly dead as of now.[UPDATE]: Series Two has been seen not meeting the minimum bid of fifty cents on Ebay, though nobody will send me scans of the untranslated cards. UPDATE: Ebay dried up very quickly. Retail price is a good deal for Series 2.

Q: When will the mat translations be done?
A: I have translated the Series One mats, I just havn't had time to upload the images, as they are quite large. They should be able to fit with the playmats that came with the cards themself. If you wish, you may e-mail me for the images. They are very plain and difficult to tell apart. Only by the text can you tell what mat is which.

Q: Why did you add the line of ~~~~~'s after each Super Wrestler Card?
A: I have had some people complain with the valid complaint that the Super Wrestler Cards looked slightly out of kilter when viewed on a printout, the way many people now play this game. By adding a dividing line, the text becomes much more easily read and skimmed for a certain card.

Q: Does Mars really 'mill' two cards during your and your opponent's turn?
A: Yes. The card as written did not fit the character. Mars would never flip back to his disguse, even after tagging out. This makes the card more powerful, so I changed the character's drawback slightly to balance this. However, please note that he is ~STILL~ one of the most powerful Super Wrestler cards avaible!

Q: Why do you have the "^" marks beside some cards' rarities?
A: The cards thusly marked are the ones I need for my set. I'm also looking for all of the blue Series 1 Micro Muscle Wrestlers, and a Series 2 clear blue Hydrazoa.

Q: Do you have an easy checklist of Series One and Series Two?
A: Sure.

Series One
1. Kid Muscle R
2. Terry Kenyon R
3. Meat R
4. Dik Dik Van Dik U
5. Wally Tusket U
6. Gorgeousman U
7. Ski Adams C
8. Barbarian C
9. Kanuckler C
10. Specialman Jr C
11. Samuu C
12. King Muscle R
13. Terryman R
14. Robinmask R
15. Addversarious U
16. Boaconda U
17. Dial Bolic C
18. Pumpinator U
19. KevinMask R
20. Ramenman R
21. Mega ton Drop Kick C
22. Mount Punch C
23. High Kick U
24. Battle Exercise Ball C
25. Head Butt C
26. Super Wrestler Rocket R
27. The Pump Thumper C
28. Trauma Voice Dial U
29. Bites C
30. Spinning Toe Hold U
31. Ultimate Death Penalty C
32. Triangle Scissors C
33. StF R
34. Texas Clover Hold U
35. Stretch Plum C
36. Cross-Clench Knee Hold U
37. Achilles Tendon Hold C
38. Arm Breaker U
39. Tower Bridge R
40. Camel Clutch C
41. Sickle Hold U
42. Body Slam U
43. Kinniku Bomb U
44. Kinniku Buster R
45. Kinniku Driver R
46. Aussie Suplex U
47. Skyscraper Bomb C
48. Choke Slam U
49. Big Ben Bash R
50. Rock Paper Scissor U
51. Villains Suprise Attack C
52. Wrestler Cryogenic System R
53. Ultimate Cage Match U
54. Friendship Power C
55. Factory Tshirt C
56. Muscle Wrestler Olympaid U
57. Ultimate Muscle Power U
58. Steak Bowl Tune U
59. Secret Plan R
60. Dash C

Series 1 Micro Muscle Wrestler Figures
Series 1 figures had a small hole in their bags. This can differentiate Kid Muscle from Series 1 and Series 2. Otherwise, those sculpts are the same. The figures came in translucent blue and translucent red.

Kid Muscle (block pose)[Blue/Red]
Kid Muscle (dance pose)[Blue/Red]
Kevin Mask[Blue/Red]
Wally Tusket[Blue/Red]
Gorgeousman[Blue/Red]
Apollo/Murcury[Blue/Red]
Namul/Kim Chi[Blue/Red]
Sunshine[Blue/Red]
Brocken Jr.[Blue/Red]
Curry Cook[Blue/Red]

Series Two
61. Kid Muscle
62. Terry Kenyon
63. Jyro
64. Kim Chi(Known as "Namul" in the translated manga)
65. Mercury(Known as "Appollo" in the translated manga)
66. Jeager
67. Mars
68. Hydrazoa
69. Road Rage
70. Prince Lou Ow
71. Brocken Jr.
72. Sosumi
73. Tyrannoclaw
74. Checkmate
75. Cranky Doodle
76. Sunshine
77. Curry the Cook
78. Mister P
79. Warsman
80. Buffaloman
81. Calf Branding
82. The Van Diktator
83. Knucklepart
84. Muscle Curtain
85. Low Kick
86. Elbow Drop
87. Dino Tail
88. Dive
89. Hurricane Mixer
90. Cobra Twist
91. Jyro Stretch
92. Octopin
93. Kid Muscle Stretch
94. Army Maneuver
95. Slither Slide Squeeze
96. Tyranno-Tug
97. Plexus Sleeper
98. Clothesline
99. Palo Special
100.The Flusher
101.Pile Driver Stallion Style
102.Backdrop
103.Ura-Nage
104.German Suplex
105.Beefcake Hammer
106.Tombstone Driver
107.Fisherman's Suplex
108.Sneak Attack
109.Front Suplex
110.Hoof Pin
111.Skullduggery and Slab
112.Ultimate Chain Match
113.Junk Joke
114.Counter Attack
115.Hercules Factor
116.Roxanne
117.Lou Ow Training
118.Fan Fair
119.Peacock Walk
120.Roxanne's Wrath

Series 2 Micro Muscle Wrestler Figures
The two Kid Muscle sculpts are duplicated from Series 1, thus there are seven new sculpts from this series. The figures came in translucent blue and translucent red.

Terry Kenyon[Blue/Red]
Jeager[Blue/Red]
Mars[Blue/Red]
Road Rage[Blue^/Red]
Hydrazoa[Blue/Red]
Hanzo[Blue/Red]
Akuma Shogun[Blue/Red]